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📄 ps_mutation.fx

📁 about the basic GA in the VC++ using GPU to
💻 FX
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float GetGene(float x1, float2 pos)
{
	float x = 0 ;
	int j = 0 ;
	float RandValue;
	float2 Rpos;
	for(j = 23 ; j >= 0; j--)
	{
		Rpos = tex2D(ColorMapSamplerRand,pos + offset2 * j / 23.0).rg;
		RandValue = tex2D(ColorMapSamplerRand,Rpos * offset2 + offset1 * j / 23.0).b;
		
		if(RandValue < pMutation)
		{
			if((x1 - pow(2 , j)) < 0)
			{
				x += pow(2 , j);
			}
			else
			{
				x1 -= pow(2 , j);
			}
			
		}
		else
		{
			if((x1 - pow(2 , j)) >= 0)
			{
				x += pow(2 , j);
				x1 -= pow(2 , j);
			}	
		}
		
	}	
	return x;
	
}



float4 PS_Mutation(float2 pos: TEXCOORD0) : COLOR
{ 
	float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
	
	float2 pickPos;
	
	float4 x = tex2D(ColorMapSamplerGene,Tex);
	float4 Gene;
	
	pickPos = tex2D(ColorMapSamplerRand,Tex + offset2).ba;
	Gene.r = GetGene(x.r,pickPos);
	pickPos = tex2D(ColorMapSamplerRand,Tex + offset2).rg;	
	Gene.g = GetGene(x.g,Tex);
	pickPos = tex2D(ColorMapSamplerRand,Tex + offset1).ba;
	Gene.b = GetGene(x.b,Tex);
	pickPos = tex2D(ColorMapSamplerRand,Tex + offset1).rg;
	Gene.a = GetGene(x.a,Tex);	
	return Gene;
 
}

technique TShader_Mutation
{
    pass P0
    {
		Sampler[0] = (ColorMapSamplerRand);
        Sampler[1] = (ColorMapSamplerGene);	       
        PixelShader  = compile ps_3_0 PS_Mutation();        
    }
    
}

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